uniform sampler2D texture;
uniform vec4 discardColor;
varying vec2 texCoord;
uniform float alpha;

void main()
{
	texCoord.x = texCoord.x;
    texCoord.y = -texCoord.y;
    
    vec4 color = texture2D(texture, texCoord);
    
    color.a = color.a * 0.95;
    
    if(color.x == discardColor.x && color.y == discardColor.y && color.z == discardColor.z) { discard; }
    
    gl_FragColor = color * alpha; 
}